Search found 122 matches
- Tue Apr 25, 2006 2:42 am
- Forum: General Discussion
- Topic: bitwise and hexadecimal :S
- Replies: 31
- Views: 13434
dude hex is so simple! instead of us counting from 1-15 in decimal we count 1-F so it goes like Decimal 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 ... 26 ... 32 Hex----- 1 2 3 4 5 6 7 8 9 A B C D E F 10 11 12 ... 1A ... 20 and when we get past F(15 in decimal) it changes to 10 we goe back to the s...
- Mon Apr 24, 2006 6:52 am
- Forum: General Discussion
- Topic: bitwise and hexadecimal :S
- Replies: 31
- Views: 13434
ok the and operator compares each bits of the two arguments and then returns 1 if both bits are the same or 0 if they are not. easily explained using a table A B O 0 0 0 1 0 0 0 1 0 1 1 1 so for your example 0110 0011 only the 2nd from the left bits are the same so output is 0010 hex is simple Decim...
- Mon Apr 24, 2006 2:58 am
- Forum: PS2 Development
- Topic: keeping an app in RAM?
- Replies: 17
- Views: 6121
- Mon Apr 24, 2006 1:25 am
- Forum: PS2 Development
- Topic: keeping an app in RAM?
- Replies: 17
- Views: 6121
- Sun Apr 23, 2006 11:04 pm
- Forum: PS2 Development
- Topic: keeping an app in RAM?
- Replies: 17
- Views: 6121
- Sun Apr 23, 2006 9:40 pm
- Forum: PS2 Development
- Topic: keeping an app in RAM?
- Replies: 17
- Views: 6121
- Sun Apr 23, 2006 6:48 pm
- Forum: PS2 Development
- Topic: keeping an app in RAM?
- Replies: 17
- Views: 6121
Um im not very good at explaining things, I want my appliction to stay alive in RAM and not be over written when i load another elf. For example
http://forums.ps2dev.org/viewtopic.php?t=5436
Moonlight modifies the bootstrap so his patching function is called all the time so it is not overwritten.
http://forums.ps2dev.org/viewtopic.php?t=5436
Moonlight modifies the bootstrap so his patching function is called all the time so it is not overwritten.
- Sun Apr 23, 2006 7:54 am
- Forum: PS2 Development
- Topic: keeping an app in RAM?
- Replies: 17
- Views: 6121
keeping an app in RAM?
can someone explain to me (or help me) how i can keep my programme "alive" in RAM. Im guessing it involes modifying your BIOS so you can call your function constantly. Does PS2Link stay "alive" in RAM or does it have aother method so you can capture output from your elfs? Thanks ...
- Tue Apr 11, 2006 8:08 am
- Forum: PSP Lua Player Development
- Topic: Game of Life speed help
- Replies: 15
- Views: 6992
- Tue Apr 11, 2006 5:24 am
- Forum: PSP Lua Player Development
- Topic: Game of Life speed help
- Replies: 15
- Views: 6992
- Sun Apr 09, 2006 7:55 pm
- Forum: PSP Lua Player Development
- Topic: The magic gate to double buffering
- Replies: 6
- Views: 2876
- Tue Apr 04, 2006 1:12 am
- Forum: PSP Lua Player Development
- Topic: Issues with Blitting
- Replies: 3
- Views: 2524
- Mon Apr 03, 2006 2:58 am
- Forum: PSP Lua Player Development
- Topic: Loading and saving scores from a file
- Replies: 5
- Views: 3141
- Mon Apr 03, 2006 2:49 am
- Forum: PSP Lua Player Development
- Topic: Loading and saving scores from a file
- Replies: 5
- Views: 3141
- Sat Apr 01, 2006 8:18 pm
- Forum: PSP Lua Player Development
- Topic: Alpha Mask
- Replies: 7
- Views: 3375
i had that problem with the :pixel(x,y) function i solved it by setting the ammount of pixeld to cover as but the code seems fine to me
Code: Select all
Image:width()-1
- Thu Mar 30, 2006 3:05 am
- Forum: PSP Lua Player Development
- Topic: lua Random Number
- Replies: 13
- Views: 6057
- Thu Mar 30, 2006 1:07 am
- Forum: PSP Lua Player Development
- Topic: lua Random Number
- Replies: 13
- Views: 6057
- Tue Mar 28, 2006 3:07 am
- Forum: PSP Lua Player Development
- Topic: Flipping an Image
- Replies: 9
- Views: 4250
- Tue Mar 28, 2006 12:54 am
- Forum: PSP Lua Player Development
- Topic: Flipping an Image
- Replies: 9
- Views: 4250
- Tue Mar 28, 2006 12:52 am
- Forum: PSP Lua Player Development
- Topic: Rotating an image?
- Replies: 2
- Views: 1612
- Sun Mar 26, 2006 9:04 pm
- Forum: PSP Lua Player Development
- Topic: Rotating an image?
- Replies: 2
- Views: 1612
Rotating an image?
i would like to be able to rotate an image to certain degrees with the pad. i have came across a function which will do that but it also blits an image in the top left which cant be gotten rid of other wise the rotated image is not shown this is the code i found: --Rotate image function rotateImage&...
- Sat Mar 25, 2006 4:27 am
- Forum: PSP Lua Player Development
- Topic: Variable creation
- Replies: 3
- Views: 2080
it would proably be best to use a table for that
im sure theres another way to do that but thats the only one i can thing of right now
Code: Select all
mayVar_ = {}
for i=1, 10 do
myVar_[i-1] = ""
end
- Wed Mar 22, 2006 7:47 am
- Forum: PS2 Development
- Topic: ELF Cheat Device
- Replies: 3
- Views: 2181
- Fri Mar 17, 2006 6:28 am
- Forum: PS2 Development
- Topic: Starting Out: PS2Link
- Replies: 1
- Views: 1395
- Wed Mar 15, 2006 7:35 am
- Forum: PSP Development
- Topic: newest toolchain not working
- Replies: 4
- Views: 1969
- Mon Mar 13, 2006 12:13 am
- Forum: PSP Development
- Topic: newest toolchain not working
- Replies: 4
- Views: 1969
newest toolchain not working
when i try to build the psp and ps2 dev toolchain i get these errors ps2 jordan@jordan:~/newtoolchain$ ./toolchain.pl PS2 Dependencies: gcc: Found! make: Found! wget: Found! patch: Found! svn: Found! $PS2DEV: Found! $PS2SDK: Fou...
- Fri Mar 10, 2006 9:52 pm
- Forum: PS2 Development
- Topic: Tutorial: How to setup a ps2dev env in cygwin
- Replies: 64
- Views: 32697
- Fri Mar 10, 2006 6:14 am
- Forum: PS2 Development
- Topic: Compiling for the ps2?
- Replies: 1
- Views: 1635
basicly to answer your first question you need this in your makefile in the same directory as you c files EE_BIN = callstacktest.elf EE_OBJS = callstacktest.o EE_LIBS = -ldebug -lc EE_LINK = debug/callstacktest all: $(EE_BIN) clean: rm -f *.elf *.o *.a include $(PS2SDK)/samples/Makefile.pref include...
- Tue Mar 07, 2006 7:02 pm
- Forum: PS2 Development
- Topic: need info about debug console
- Replies: 1
- Views: 1200
- Sun Mar 05, 2006 9:06 pm
- Forum: PSP Lua Player Development
- Topic: SORRY NOOB-A-RIFFIC - Cursor
- Replies: 3
- Views: 1745